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Old Jan 19th, 2013, 5:49:06 AM   #681
Melee Mewtwo
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Join Date: Jan 2011
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I have a different take on Skarmory that should be useful for Team 2 while risking less to Zone.


Skarmory (M) @ Shed Shell
Trait: Sturdy
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
IVs: 0 Atk
- Whirlwind
- Roost
- Stealth Rock
- Spikes

What does this set do? A bit of a strange take on the Skarm set but it serves a niche purpose and pulls it off nicely. Physically defensive spread lets Skarm counter both Heracross and Mamoswine while Shed Shell lets it escape from the clutches of Magnezone. Double hazards provides very important support to Team 2 as they very quickly wear away Team 1's counter picks. Skarmory has multiple opportunities to abuse them as its typing and titanic defense allow it to set them up on Lando-I, Heracross, Mamoswine and Kyurem-B. Roost keeps him in good condition so that he can switch in as often as needed. Whirlwind discourages Kyurem-B from setting up while Skarm lays his layers. (although don't bank on it totally as Cube's DTail is faster) It also helps mess with predicted Rotom-W switch-ins by racking up extra passive damage and to annoy the rest of the team with hazard shuffling.

Calcs


How can this set help the team? Counters both Heracross and Mamoswine while dodgeing Magnezone and supports the team with hazards.

What can the other team do in response to this set? Since this set is just a wall that sets up hazards, Skarmory is dead weight against any Rapid Spin user or Magic Bounce Pokemon.

What potential additions can be made to deal with these responses? This is our last pick for Team 2.

Last edited by Melee Mewtwo; Jan 22nd, 2013 at 1:32:51 PM.
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